During the second water war on Hell's Gate IV, your forces have pulled up a heavily fortified commando point near one of the major wells wh...


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During the second water war on Hell's Gate IV, your forces have pulled up a heavily fortified commando point near one of the major wells which feed the planets capital pipeline. Control over this region would ensure a sufficient quantity of fresh water for your people that would last for years, while at the same time effectively cutting most other factions from the supply line. Unfortunately, the enemy did once again foresee your actions, and if it wasn't for the viscious sandstorm scourging the dry plains, you could almost see the enemy war-khan prepare for an open assault on your fortress...

This map was sumbitted into a mapping contest along with Coldfusion and 30 others. Its in the last 8. Do I need say more?

~Szico VII~

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Download 'onspipeline.zip' (2.53MB)

File Name		: ONS-Pipeline.zip
Version			: 1.3
Release Date		: April 2004
Map Title		: ONS-Pipeline
Game type		: Onslaught
Author			: Donator
eMail			: philipp.donat@chello.at

Installation		: ONS-Pipeline.ut2	-> Maps

System Requirements	: created on a 1.8G/1024MB RAM machine. Fluent with 16 bots.
			  Map performance has about retail standard.

Author's Comment	: Final version, entry for the "UNREAL PLAYGROUND ONS-Mapping Contest"

Version History		: v1.3	- fixed the last couple collision bugs (at least I HOPE they were the last...)
			  	- added ambient sounds and improved their layout
				- added a few decorative emitters (dust, birds...)
				- nerfed the minigun turrets
				- added an AVRiL to the comm tower weapon lockers
				- placed another Manta at the Junkyards
				- created a new, pretty radarmap
				- changed default link setup. again. blame Zinia ;)
				- fixed possibility to get stuck in junkyard corners
				  (look for a small foxhole if you need to get out)
				- fixed a couple wrong bHighDetail settings in the skybox

			  v1.2	- embedded custom turret code in map
				- fixed some pathing
				- fixed bug causing all minigun turrets to belong to red team

			  v1.1	- added location indicator volumes
				- fixed a few collision issues
				- replaced leviathans with custom turrets
				- added some extra FX to the cores
				- added weapon locker to center
				- added AVRiLs and extra Link ammo to most weapon lockers
				- altered terrain, driving up the pipeline much easier now
				- distance fog and skybox blend much better
				- added some random veggie deco where appropriate
				- repathed airways
				- replaced standard energy- with improved AS minigun turrets
				- added some deco structures and a Raptor near the comm towers
				- placed lights in the sniper rooms
				- switched Default and Inverted_Default link setup for AI reasons
				- ...

			  v1.0	- first release [Beta1]

Construction time	: about 14 days / ~ 80-90h

Known bugs		:	- bots hardly ever man turrets
				- bots very rarely make use of the Hellbender
				- at the current defaultsetup bots will leave the Raptor and try to take the
				  first node on foot, probably because of the architecture around it, but on
				  the other hand drive the tank more frequently later in the game.
				- charge emitter on Powerbeam turrets occasionally stuck when killed
				  (actually a problem inherited from the Hellbender. Epic should patch this.)

Credits			: the UnrealPlayground community, for general support and extensive playtesting

			  in particular: 	- Zinia		...for gameplay critizism and playtesting
						- SpottedTiger	...for collision bug hunting
						- Aquablue 	...for nudging me at creating custom turrets
						- Freakish	...for putting the map in the UP server rotation
						- Bot_40	...for the hint on ambient sounds
						- Spiff		...for radarmap help and being helpful in general
						- Blitz		...for wisdom on botpathing issues

						and many more...

			  Rogelio "Desperado#2" Olguin		...for the dust emitters

This map is copyrighted by PhCDonat, 2004. Feel free to abuse it though.
Authors might use this level as a base to build additional levels or convert it to other gametypes, mentioning of my name and notification would be appreciated though, as I'm a passionate, self centered egomaniac.

You are allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money only with an adequate share of the exploits transferred to my bank account... which I doubt to be significantly more than the Austrian transfer taxes anyway.

You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. If you don't I'll cast upon you the dreadful voodoo spell of the neverending itch between the shoulder blades, where you can't scratch. Don't say you've not been warned.

UNREAL (c)1998 Epic Megagames, Inc.  All Rights Reserved.  Distributed by GT Software, Inc. under license.  UNREAL and the UNREAL logo are registered trademarks of Epic Megagames, Inc. All other trademarks and trade names are properties of their respective owners.

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Registered 26th June 2003

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